OpenVR SDK

Hands

Hands are supported as “controller” input devices. Making a fist (the standard Meta air grab gesture) will by default emit an event corresponding to pulling the trigger on the SteamVR controller. Controller orientation (i.e. rotation) is not currently supported when tracking hands.

Gesture Binding

You can configure which “button” event the air grab gesture emits.

Warning: Overriding this setting may alter the behavior of applications which rely on this value.

To modify this setting:

Open the default.vrsettings file. By default, this is located at C:\Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\meta\resources\settings\default.vrsettings.

Locate the entry named fistGesture. By default, this is mapped to the trigger, so it will look like this: "fistGesture": "/input/trigger/click".

Change the value of this entry to the button you wish to map the fist gesture to. For example, to change this gesture to correspond to the Vive controller’s menu button, change the line to the following: "fistGesture": "/input/application_menu/click". See the OpenVR documentation for more information, including a list of valid input paths.

Disabling Hands Input

To disable hands input to OpenVR applications, you must modify the default.vrsettings file as follows:

Open the default.vrsettings file. By default, this is located at C:\Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\meta\resources\settings\default.vrsettings.

Locate the entry named runHands. By default, Hands input is enabled, so it will look like this: "runHands": true,.

Change the value of this entry to false. It should now look like this: "runHands": false,.

To re-enable hands input, simply change this value back to true.

Controllers

The inputs on controllers which are supported by SteamVR, such as Vive controllers or Oculus Touch controllers, are inherently supported via SteamVR. However, positional tracking of these controllers is not supported with the Meta 2. These controllers operate in their own coordinate spaces – in the case of the Vive, this is based on the location of the Lighthouse(s) – and there is currently no built-in way to transform from their coordinate space to the Meta 2’s SLAM coordinate space.